Dear Stardock, your servers are broken

So in a P2P game, servers shouldn't matter.  Except that several months ago games were really laggy for no reason (all players>4sim speed and <150ping to each other) and then some Stardock person reset some servers and all games were super smooth for many days thereafter.

Almost every game I've played tonight and yesterday has been super laggy with good sims and pings all around.  WHAT COULD THE CAUSE BE?

 

Thank you.

 

PS- it seems your forums are effected by the same laggy servers.

9,921 views 19 replies
Reply #1 Top

you know how it takes forever for IM to work? It's 'cause their severs are slow. If you watch the Impulse reactor, it takes 16 to 40 seconds for everycall. I think this is why it's so slow because every one and their mother who is logged onto Impulse or Demigod or Elemental is pinging this random server and it is overloaded.

This is also why it takes forever when the game ends for the victory screen to pop up. It makes a CVPUpdateGame call and it has to wait for the server to respond... which takes 15 to 40 seconds. 

I don't know what the issue is but I do feel that Stardock needs to throw some more hardware at their forum and Impulse servers. It has /great/ download speeds... nothing else. :-(

Reply #2 Top


[04-27-2010 01:27:06 346] Request CVPGetPlayerInfoResponse was processed by webserver ASH4[04-27-2010 01:27:06 346] CVPGetPlayerInfoResponse 5.33s
[04-27-2010 01:27:06 347] Destroying player familiarity data for: Jona__[04-27-2010 01:27:06 347] Destroying player familiarity data for: R3ZN1K[04-27-2010 01:27:06 347] Destroying player familiarity data for: Kitty0007[04-27-2010 01:27:06 347] GetPlayerDataByID: 76504 not found[04-27-2010 01:27:15 555] Request CVPGetPlayerInfoResponse was processed by webserver ASH4[04-27-2010 01:27:15 556] CVPGetPlayerInfoResponse 9.21s

[04-27-2010 01:27:22 830] Request CVPGetPlayerInfoResponse was processed by webserver ASH4[04-27-2010 01:27:22 830] CVPGetPlayerInfoResponse 7.22s


[04-27-2010 01:27:38 660] Request CVPGetPlayerAchievementsResponse was processed by webserver ASH4[04-27-2010 01:27:38 661] CVPGetPlayerAchievementsRespon


[04-27-2010 01:29:14 282] The request has timed out.[04-27-2010 01:29:14 282] CVPGetPlayerAchievementsResponse 30.33s

se 2.07s

- also lol I got a boom trying to do this. -- and a second one!  -- THIRD --- FOURTH ... fifth. Oh, and note I've been waiting a minute or two between attempts. -- Sixth - Tried to play a demigod game lagged out - SEVEN - Join a lobby. Host lags out. Go to the bathroom - EIGHT - Play a game of demigod -

Again, good download speeds. Terrible latency for just about everything.

Reply #3 Top

I tried to bump this post for like two hours the other day but the forums wouldn't work long enough to get the post in...

Reply #4 Top

everyone and their mother 

Pronoun-antecedent agreement bump

Reply #5 Top

Ok seriously,

third night in a row with incredibly laggy games with all sims>4 and all pings <150.

 

The best part is UB does 01237129873030218039821903 passive damage before anyone can queue an ability.

 

With p2p why is there any communication with stardock during the game anyway?  It should just be at the end.

Reply #6 Top

because Stardock needs to know about your achievements!

Reply #7 Top

I wonder how many Disconnects you need for the achievement. 

Reply #8 Top

Magnus I was wondering the same thing...and why do our Pings mirror each other rather than the host computer? It seems like that is an extra draw on the connection that doesn't really have anything to do with the game.

Reply #9 Top

The host isn't treated that differently from any other player in a peer to peer setup. Each player sends data to every other player. The host is there for reporting and being the official "speaker" for the game.

Reply #10 Top

With p2p why is there any communication with stardock during the game anyway?

Unless someone is using proxies, I don't believe there even is.

Reply #11 Top

During the game there are several CVSUpdate events. These events do look like they are contacting the servers, but I might be mistaken on what they are querying.

Reply #12 Top

IIRC that's largely or entirely keepalive stuff, which shouldn't have any impact on the p2p game aspect. It's been quite a while since there was any complaint related to that though (and it was addressed as an issue then) so I may be mistaken.

Reply #13 Top

Unless it is sheer coincidence, every time a game lags horribly for no known reason (good pings from everyone to everyone with no spikes and >3 or 4 sim speed all around) the forums are almost impossible to post on.  Maybe there is a dying router someplace and we should run a few pingplotter type tests?

Every night I've experienced the lag (it's usually late at night PST, but that's mostly when I play) I try to bump this post but it's just EGADS errors over and over.

Reply #14 Top

Magnus are your games ok when you play at other times?  TO me the forums are permanently messed up.

Reply #15 Top

Pretty much all my games have been at 10pm PST or later the last weeks.  Except yesterday where I played from around 1pm PST to 6.  Yesterday there wasn't any significant lag from unknown sources during that time.  It was the late night games when practically no one is on.  However, 3 of 6 games played ended with an unexpected DC, 2 of those 3 were the '2 random people dc at the same time' phenomenon. 

 

Reply #16 Top

Quoting kryo, reply 12
IIRC that's largely or entirely keepalive stuff, which shouldn't have any impact on the p2p game aspect. It's been quite a while since there was any complaint related to that though (and it was addressed as an issue then) so I may be mistaken.

As magnus says, this occurs when the forums are laggy and retarded as well. 

If I look through my Impulse Reactor logs I have SEVERAL "Timeouts" that occur while I'm in a game. 

Reply #17 Top

When I was on my phone, I'd get huge ping spikes if I had Impulse open (sorry for the last game, I didn't notice it was open  :blush: )

Reply #18 Top

Hm, this is interesting. This should be easy to test. Simply check which connections are made during the game with the Impulse::Reactor with Wireshark or something and then block them with a Firewall.

Reply #19 Top

You know, it would be funny is if what was happening was similar to what I read on The Daily WTF. 

Basically, there was an issue where the servers would ALWAYS overheat every night. So the Sys team would get called in and they would stay up alllll night watching it to make sure it was okay. And everynight, when he was there, it would work just fine.

But, if he wasn't there, it would break. 

Eventually, they figured out that when the guy left, he would put a clipboard over a vent that would cause the server to overheat. When he came in to watch it, he would take the clipboard down, fixing the issue... 

---

Everything went down again today :-/